Oh ffs. Just had a windows update right now, and I came back to test it
"just cause" and everything works now! Computers, man, computers. Anyways
thanks Tom I really appreciate your help.
On Tue, Dec 14, 2010 at 6:31 AM, Cory de La Torre wrote:
> :(. Well it seems the only option I
27;ve no idea
> really.
>
> The new extractor version wasn't meant to fix your problem BTW. ;-)
>
>
> On 14/12/2010 2:07, Cory de La Torre wrote:
>
>> Just dropped the new dlls in right now and still getting crashes. Gonna
>> try
>> looking through my Windows
Just dropped the new dlls in right now and still getting crashes. Gonna try
looking through my Windows install now.
On Tue, Dec 14, 2010 at 6:05 AM, Cory de La Torre wrote:
> Thanks tom, really appreciate it. I'll go looking for those files, though
> might you have any idea which
ked up the process of launching the control panel app. Fix
> here: http://steamreview.org/external/vdc/phonemeextractor_sapi5.4.zip
>
>
> On 14/12/2010 11:50, Cory de La Torre wrote:
>
>> Not really sure if this falls under mapping or not, so I threw it in the
>> coders
Not really sure if this falls under mapping or not, so I threw it in the
coders list. My current problem is extracting phenom extraction. I'm
currently using Tom Edwards "fixed" phonemeextractor.dll. For reasons I
can't seem to understand is during the extraction (after putting in the
sentence for
ahaha
On Wed, Dec 1, 2010 at 4:26 PM, Dexter Haslem wrote:
> My favorite
>
> On Wed, Dec 1, 2010 at 5:15 PM, Nova Silisko
> wrote:
>
> > Lady Gageateam
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
All you need is mega viagra!
On Mon, Nov 29, 2010 at 11:28 AM, AndreaZzZ wrote:
> I already bought a Super Viagra.
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/li
gt;
>
> On Mon, Nov 29, 2010 at 12:28 AM, Adam "amckern" McKern
> wrote:
>
> > Why don't they have some panadol on that website, you know - for the
> > lady's?
> >
> > --------
> > Owner Nigredo Studios http://www.nigredostudios.com
Yeah man, gotta get ready for the ladies ya know'?
On Sun, Nov 28, 2010 at 10:36 PM, Nova Silisko wrote:
> Or ten pounds, actually.
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftwar
Looks like it's that time again to buy me some Viagra!
On Sun, Nov 28, 2010 at 10:25 PM, wrote:
> http://goo.gl/7ZBAU
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/m
Yeah that is entirely not even what I was talking about. I mean in seriously
"real" scenes. That are actually detailed. When you start putting particles
together with moderately detailed scenes things get a little tough.
Eventually you'll have to balance both out.
Also running multiple children ju
>>hlcoders-ow...@list.valvesoftware.com
>>
>> When replying, please edit your Subject line so it is more specific
>> than "Re: Contents of hlcoders digest..."
>>
>>
>> Today's Topics:
>>
>> 1. Duplicate Keys with KeyValues (Tr
The particle engine for Source 2007 blows. Theres no way you're going to be
able to afford that many particles on screen, aside normal particles for
whatever else you might want to be doing.
On Sun, Nov 14, 2010 at 4:41 PM, nick seavert wrote:
> Hello,
>
> I'm quite stuck on how to create more o
I'm buying ten more cases this time around.
On Fri, Nov 12, 2010 at 6:03 AM, Jeffrey "botman" Broome <
botman.hlcod...@gmail.com> wrote:
> Thanks. I was running low on V1agr4
>
> Jeffrey "botman" Broome
>
>
>
> On 11/12/2010 6:11 AM, gageat...@yahoo.com wrote:
>
>> http://goo.gl/FXEbq
>>
>>
>>
>
Last time I heard, shader authoring wasn't possible for modders in AS.
On Sun, Oct 31, 2010 at 12:38 PM, Marek Sieradzki wrote:
> I wonder if you can get shaders to work in ASW.
>
> ___
> To unsubscribe, edit your list preferences, or view the list arc
starting a semi-indie project on the AS version of source is much
more possible.
On Sun, Oct 31, 2010 at 9:02 AM, Cory de La Torre wrote:
> Thanks Tony, once again you save the day man.
>
>
> On Sun, Oct 31, 2010 at 6:15 AM, Harry Jeffery <
> harry101jeff...@googlemail.com> wrote
Thanks Tony, once again you save the day man.
On Sun, Oct 31, 2010 at 6:15 AM, Harry Jeffery <
harry101jeff...@googlemail.com> wrote:
> Thanks, that'll be really useful.
>
> On 31 October 2010 04:43, Tony "omega" Sergi wrote:
> > Yeah, I'm in Korea.
> >
> > Anyway, I was messing around with the
I don't feel that the idea: "Not in valve's best intentions to care that
much about the SDK like Epic" is an excuse any longer. Regardless of the
fact that source is lagging behind in it's own way, I feel this wouldn't be
so much of a problem if there weren't so many fucking engine versions. I
don'
Not to be rude or anything, but perhaps the community felt the need to act
that way because of the quality of the content you're putting up on moddb. I
mean hey, it's your mod, do whatever you want. But you should understand it
looks like you made the majority of that stuff being on LSD.
Anyways t
UDK all the way. Get with the times SDK.
On Sun, Sep 12, 2010 at 12:30 AM, Zach Brockway wrote:
> It's probably true that it's malleable enough to do more traditional FPS
> stuff with, but it still kind of makes me feel like the SDK is a
> second-class citizen. Maybe this particular problem is ea
Even Toni Sergi replied, a *VALVE EMPLOYEE*, and you kept going. Men, we
need to build additional Pylons to stop this injustice.
On Mon, Jul 26, 2010 at 8:04 PM, Katrina Payne wrote:
> LOL~
>
> Thank you, that made my day. Now, if I just never see that picture ever
> again
> in my time on the in
We need to turn this HLCoders list to Katrina Payne "Never Stops talking"
List.
On Mon, Jul 26, 2010 at 2:39 PM, Katrina Payne wrote:
> Protip: I am not doing anything.
>
> Unless you can state what it is, and evidence I am doing it.
>
> Nobody has, so I am going to say I am not doing anything t
Old BSp's work on Alien Swarm no problem, you can make a map in 2009 Hammer,
and drop the bsp into Alien Swarm. Badda-bing/Badda-boom, real easy..
On Wed, Jul 21, 2010 at 10:46 AM, edman747 wrote:
> Sounds good, I'm in. How can I help?
> ___
> To unsub
Thats because there is an actual working depth buffer. OH MY!
On Fri, Jul 16, 2010 at 5:21 PM, [|NoFaTe|] wrote:
> Did they? o.O
>
>
> .No
>
> Cory de La Torre wrote:
>
>> They said Codebase homie.
>>
>> On Fri, Jul 16
They said Codebase homie.
On Fri, Jul 16, 2010 at 5:00 PM, [|NoFaTe|] wrote:
> Seperate SDK actually...
>
> .No
>
>
> Cory de La Torre wrote:
>
>> Oh man, SDK update. Thank you Valve.
>>
>> On Fri, Jul
Oh man, SDK update. Thank you Valve.
On Fri, Jul 16, 2010 at 4:39 PM, Ben Mears wrote:
> "the team has spent a lot of time bringing the game to Source in between
> their contributions to the other Valve projects."
>
> I wonder if the devs got paid by Valve to finish Alien Swarm or if it
> continu
Echidna-Chan. Cool Story bro.
On Fri, Jun 18, 2010 at 4:53 PM, Katrina Payne wrote:
> Yeah, but it is an internet discussion. If everybody was not missing most
> of
> the picture as they discussed it, then we'd be entering into really weird
> and
> alien territory.
>
> I have kind of given up on
he Hammer AdditonalContentID thing by extracting the
> content of the game in question to a folder on your system then adding
> an absolute searchpath to it, e.g. C:\portal\. Slightly annoying but not
> exactly a showstopper.
>
> On 27/05/2010 9:56, Cory de La Torre wrote:
> > Theres qu
e of one
> update that breaks everything...again.
>
> On 27 May 2010 20:35, Cory de La Torre wrote:
> > On the note of additional content, I hope this isn't a a "real" fix,
> rather
> > than a work around.No EP2 content shows up in 07's Hammer, unless you
> lines in your gameinfo.txt now:
> >>
> >>> SteamAppId 218
> >>> ToolsAppId 211
> >>> AdditionalContentID 420
> >>>
> >>>
> >>> You cannot have SteamAppId 420 in there.
> >>>
> >>> We are wor
cannot have SteamAppId 420 in there.
> >
> > We are working on an SDK update for this new engine, adding support for
> you guys to do Mac builds of your mods if you wish.
> >
> > - Alfred
> >
> >
> >> -Original Message-
> >> From: hlcoder
Be sure to restart steam after editing the gameinfo file.
On Wed, May 26, 2010 at 4:00 PM, Dexter Haslem wrote:
> I updated my mod AppIds and am still getting the error like crazy!
>
> On Wed, May 26, 2010 at 4:55 PM, Sam wrote:
>
> > The new engine update to the HL2 games broke *everything* aga
Only for EP2.
On Wed, May 26, 2010 at 3:55 PM, Sam wrote:
> The new engine update to the HL2 games broke *everything* again, there's a
> hotfix that should fix your problem by using this in your gameinfo:
>
> SteamAppId 218
> ToolsAppId 211
> AdditionalContentID 420
>
> On Wed, May 26, 2010 at 7
Herp Derp.
On Fri, Apr 30, 2010 at 11:42 PM, Adam "amckern" McKern
wrote:
> There we go, fixed your typo
>
> Adam
>
>
> Owner Nigredo Studios http://www.nigredostudios.com
>
> --- On Sat, 1/5/10, Dmitry Barannik wrote:
>
> From: Dmitry Barannik
> Subject: [hlcoders] Dugs in sdk update
Remember guys that the purpose of making this is for a friendly, and very
neat UI controlling a batch compile. VBCT has a very strange layout of menus
and options. I would suggest putting more of those menu's and options for
compile commands in tabs at the top of the window.
I'd like to suggest my
LIKE BATMAN!
On Wed, Jan 20, 2010 at 3:53 PM, Gabriel Smith wrote:
> I recently decided to get back to work on a mod of mine and I saw to
> Obsidian Conflict grappling hook code on the wiki. I ported it to SP as best
> I could with my relatively little knowledge and it built fine. I then tried
>
Holy shit it has.
On Thu, Dec 31, 2009 at 4:09 PM, Jonas 'Sortie' Termansen wrote:
> That's right! It has been 40 years!
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/ma
Gmod already has tiny sales. If not for the demographic it's targeting 13-15
year olds.
On Thu, Oct 8, 2009 at 11:25 PM, Harry Jeffery <
harry101jeff...@googlemail.com> wrote:
> Cloverfield had great viral marketing. Very good film too.
>
> 2009/10/8 Joshua Scarsbrook :
> > Releasing a Game in se
The problem isn't with Windows, it's with the SDK. You're trying to launch
the SDK after you've pinned it to the super bar. Same goes for Hammer, you
still cannot launch hammer directly without the sdk, and only steam can open
the SDK. So unpin the SDK from your super bar, along with hammer, and op
Yeah, External HDD's are the best way to store your data, alongside having
servers set up and such. If you must any form of flash memory 'sd cards'
'flash drives' etc; never work on them continually, rather just use them for
dumping a copy of your work, and never touching them again aside updating
Stay on Topic.
On Wed, Aug 19, 2009 at 8:16 AM, Harry Jeffery <
harry101jeff...@googlemail.com> wrote:
> For a full conversion 3-4 (maybe even 5) coders is acceptable but the
> majority of mods really don't need as many coders as they try to get.
>
> Generally I learn the bit of the SDK I'm about
Amen
On Sat, Jun 27, 2009 at 2:17 PM, Alexander Hirsch <1ze...@googlemail.com>wrote:
> He didn't pay for it; he got it for free with a deal from VALVe, that they
> get half of the profit.And yes, I remember Garry stating that he didn't
> touch the engine, but only modified game-code.
>
> He doesn
I too have been trying to figure this out. Garry knows how.
On Fri, Jun 12, 2009 at 12:15 PM, KLIMaka wrote:
> No one knows how to make dynamic shadows visible on the ViewModels? Like
> this http://www.youtube.com/watch?v=FxcWhM33w6E&feature=related
>
> __
Wat?
On Thu, Jun 4, 2009 at 11:37 AM, Raphael Hehl wrote:
> XD and of course they have nothing to do with modding :P
>
> -Ursprüngliche Nachricht-
> Von: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Spencer
> 'voogru' MacDonald
Also yes, Nvidia was the reason.
On Mon, Apr 27, 2009 at 8:10 PM, Stephen Micheals <
stephen.miche...@gmail.com> wrote:
> Staying on topic a bit wasn't the grain in the shadows introduced by
> valve because of nvidia (forcing a cheaper version to be used) cards
> that could not handle the newer f
Minh's got it right ;D Like Garry had ever released how to parent the
projector, amirite.
On Mon, Apr 27, 2009 at 8:10 PM, Stephen Micheals <
stephen.miche...@gmail.com> wrote:
> Staying on topic a bit wasn't the grain in the shadows introduced by
> valve because of nvidia (forcing a cheaper vers
Re: [hlcoders] Grainy edges on flashlight shadows - can
> > > > they be
> > > > removed?
> > > >
> > > > Wait, how do we know he knows how to do it. He just put up a picture
> > > > saying it can be done..
> > > >
> > >
Way to derail the question guys.
On Sun, Apr 26, 2009 at 1:28 PM, James Keith wrote:
> Yes my iPod automatically adds that to the end, it's really stupid.
>
> I don't think the grain is shader based, because it appears on all types of
> materials, so it leads me to believe it's code based to gra
Yeah, actually you can.
http://farm4.static.flickr.com/3191/3105446548_0633fab3e1.jpg
On Sat, Apr 25, 2009 at 3:02 PM, James Keith wrote:
> I've heard the grainy edges of shadows from env_projectedtexture and your
> flashlight (same thing, right?) are code-based, and yet i've also heard
> they'r
Speaking of which, MSVC?
On Fri, Mar 6, 2009 at 1:41 PM, Saul Rennison wrote:
> 13 responses left until 91 :D
>
> 2009/3/6 Cory de La Torre
>
> > Well let's aim for 92?
> >
> > On Fri, Mar 6, 2009 at 10:34 AM, Rodrigo 'r2d2rigo' Diaz <
> &g
Well let's aim for 92?
On Fri, Mar 6, 2009 at 10:34 AM, Rodrigo 'r2d2rigo' Diaz wrote:
> AFAIK the longest thread is "What MSVC version do you use/have?" by Alfred
> Reynolds, with 91 responses.
>
> That's 50 more to go :)
>
>
> 2009/3/6 John Standish
>
> > Sir, I think that is happening.
> > S
Thats quite lazy of you.
On Mon, Aug 11, 2008 at 11:03 AM, Garry Newman <[EMAIL PROTECTED]>wrote:
> Ya, I'll probably start playing mods again if they're proper on Steam.
>
> garry
>
> On Mon, Aug 11, 2008 at 6:47 PM, 1nsane <[EMAIL PROTECTED]> wrote:
> > Zombie Panic Source and Age of Chivalry?
I don't mind waiting myself, but those shaders are something I'd really love
to have for my mod, sadly there really isn't any other way to make
Volumetric Lighting without shaders. Well it may be possible, but might be
ulgy, or very choppy in performance. But thanks Valve for all the other
things s
Geezus guys, come on.
On Sat, Jun 21, 2008 at 10:32 PM, Mulchman <[EMAIL PROTECTED]> wrote:
> Great language; I'm glad you're allowed to post to hlcoders - not.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tobias
> Kammersgaard
> Sent: Saturday
Agreed, I hardly know Adam Maras, but I'm sure he can kick alot of ass.
On Fri, Jun 20, 2008 at 12:15 PM, Adam Maras (memzero) <
[EMAIL PROTECTED]> wrote:
> There's nothing wrong with telling us about your mod here, don't worry
> :) If anyone has a problem with it, they'll have to kick my ass fir
We also have the wiki page too.
On Tue, Jun 10, 2008 at 4:18 AM, Tom Edwards <[EMAIL PROTECTED]>
wrote:
> We could use a new category for the Tools on Bugzilla.
>
> http://developer.valvesoftware.com/cgi-bin/bugzilla/enter_bug.cgi
>
>
> ___
> To unsubsc
http://developer.valvesoftware.com/wiki/OB_Editor_Know_Issues
On Mon, Jun 9, 2008 at 7:25 PM, John McBroom <[EMAIL PROTECTED]> wrote:
> I can open the particle editor and when I edit a particle in the map,
> it will disappear from the game and I can't see any way to get it back
> up. I can't save
Darn whats the IRC channel again?
On Mon, Jun 9, 2008 at 6:20 PM, Adam Maras (memzero) <[EMAIL PROTECTED]>
wrote:
>
>
> Also, don't forget that #hlcoders on irc.gamesurge.net is *the place*
> for real-time SDK discussion!
>
>
>
> // Adam
>
> Cory de
Hey if you guys have any issues, and to make it easier on Mike too, please
list them here http://developer.valvesoftware.com/wiki/OB_Editor_Know_Issues
On Mon, Jun 9, 2008 at 6:04 PM, Mike Durand <[EMAIL PROTECTED]>
wrote:
> The three new tools that I named are the only ones available right now.
cut their own versions of the
> Meet the X shorts.
>
> Robin.
>
>
> --------------
> Cory de La Torre wrote:
> > The video Editor, err hmm I forgot the name of it now.
> >
> > On Mon, Jun 9, 2008 at 5:49 PM, Jake Breen <
> [EMAIL PROTECTED]>
> > wrote:
> >
>
The video Editor, err hmm I forgot the name of it now.
On Mon, Jun 9, 2008 at 5:49 PM, Jake Breen <[EMAIL PROTECTED]>
wrote:
> Awesome, any chance on IFM? RobinW said (In an email a while back) you
> guys would be releasing everything they used to make the Meet the Team
> trailers for TF2..
>
> M
YAY!
On Mon, Jun 9, 2008 at 5:45 PM, theY4Kman <[EMAIL PROTECTED]> wrote:
> Finally we see the particle editor! Cheers!
>
> On Mon, Jun 9, 2008 at 8:37 PM, Mike Durand <[EMAIL PROTECTED]>
> wrote:
>
> > Hi All-
> >
> >
> >
> > Included in the updates of TF2, Portal, and HL2:Ep2 are the binaries f
That APex effect looks terrible.
On Tue, Jun 3, 2008 at 9:56 AM, Nuno Silva <[EMAIL PROTECTED]>
wrote:
> I seriously cant wait to get a GF8-class card so i can try to do
> "awesomeness" in CUDA...
>
> Considering how the emulated version of CUDA demos were slower than a snail
> on my computer, an
Yeah, Mike said he'd get it out soon, so woot for that news, but then again
we all know Valve time...
On Tue, Jun 3, 2008 at 1:28 AM, Cale Dunlap <[EMAIL PROTECTED]> wrote:
> Very well. Thanks for the info. I will try to wait it out then.
>
>
> -Original Message-
> From: Matt Stafford <[E
True it has. I can't find the site at the moment, but yes, Firefox has been
improved vastly.
On Sat, May 31, 2008 at 6:47 PM, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
> On Sat, May 31, 2008 at 9:22 PM, Stephen Gigante <[EMAIL PROTECTED]>
> wrote:
>
> > It doesn't. Firefox manages it's memory e
Hopefully the SDK.
On Mon, May 19, 2008 at 2:01 PM, Rodrigo 'r2d2rigo' Diaz <[EMAIL PROTECTED]>
wrote:
> Wonder what is he working on then... internal tools? Bugfixes? Steam?
> TF3/CS2? :)
>
> 2008/5/19 Jorge Rodriguez <[EMAIL PROTECTED]>:
>
> > On Mon, May 19, 2008 at 10:27 AM, Tobias Kammersgaa
In the Bin folder under your mod, you can edit these files all you like to
what your mod needs.
On Thu, May 15, 2008 at 12:24 AM, Timothy Chilvers <[EMAIL PROTECTED]>
wrote:
> Assuming I wanted to use foreign (By which I mean, not Valve) DLLs in my
> mod, where abouts should I include them?
> ___
Yeah because Steam must Update first, or prepare to go offline.
On Tue, May 6, 2008 at 6:59 AM, Nick <[EMAIL PROTECTED]> wrote:
> Offline mode only works when you have an internet connection. I think
> it is written somewhere in the documentation...
>
> On Tue, May 6, 2008 at 6:18 AM, <[EMAIL PR
I feel the same way, Steam is buggy as Hell, but at least we have the
Greatest Content delivery System On earth.
On Tue, May 6, 2008 at 4:30 AM, Adam Donovan <[EMAIL PROTECTED]>
wrote:
> agreed Matt,
> I have posted a number of times about this issue too,
> offline mode used t
Awesome, and goodluck.
On Wed, Apr 30, 2008 at 10:05 PM, Adam Maras (memzero) <
[EMAIL PROTECTED]> wrote:
> O_o
>
> // Adam
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
> Sent: Wednesday, April 30, 2008 9:37 PM
> To: hlcoders@list.
:O, is there anything else?
On Tue, Apr 29, 2008 at 12:26 AM, Tom Edwards <[EMAIL PROTECTED]>
wrote:
> You need to start colorcorrectionui from the console.
>
> Cory de La Torre wrote:
> > Yeah I'm thinking that, but I'm not too sure on how to do that. :D
> >
ough, why not make your own
> correction profile-thingies?
>
> Cory de La Torre wrote:
> > Just a basic Raw File that adds a red-ish tone to the map. I Own the 360
> > version for the OrangeBox, and I noticed compared to the pc version,
> there
> > is a red tone to the outside C
; Yeah, that's what the game uses. What are you trying to do here?
>
> Cory de La Torre wrote:
> > Yeah same thing. Background_02 doesn't work all that well. It gives a
> really
> > odd black shadow effect to the map. Its there due to the buildings
> casting
> &
on.
>
> Mark
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Cory de La
> Torre
> Sent: Monday, April 28, 2008 8:57 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Map won't load with these error
This also could very well be a coding issue on your side.
On Sun, Apr 27, 2008 at 4:44 PM, Timothy Chilvers <[EMAIL PROTECTED]>
wrote:
> When I run my map, I get the dev console up with these errors at the end:
>
> material "vgui/hud/xbox_reticle" not found
> --- Missing Vgui material vgui/hud/xb
Seems your running Xbox code...
On Sun, Apr 27, 2008 at 4:44 PM, Timothy Chilvers <[EMAIL PROTECTED]>
wrote:
> When I run my map, I get the dev console up with these errors at the end:
>
> material "vgui/hud/xbox_reticle" not found
> --- Missing Vgui material vgui/hud/xbox_reticle
> No pure serve
round_02_1.raw, ep1_c17_06_1.raw, and ep1_citadel_03_1.raw?
>
> Cory de La Torre wrote:
> > The RAW Files in those arent meant for normal City mapping environments.
> > They seem to be effect only, like cc_gman.raw, and Intro_alyx.raw.
> >
> > On Sun, Apr 27, 2008 at 7:09 A
GCFScape can do wildcard searches you know. ;-)
>
> Cory de La Torre wrote:
> > THis is a bit of a combination of mapping, and coding in a bit, while
> the
> > exact color correction code exist for Ep2, it doesn't for EP1. I can't
> seem
> > to find any available
THis is a bit of a combination of mapping, and coding in a bit, while the
exact color correction code exist for Ep2, it doesn't for EP1. I can't seem
to find any available Raw Files for ep1. It seem more or less that the 360
OB version has these raw files, but the Steam version does not yet. Is the
Hmmm oddly he might be acting like this due to the path going right through
the Brush itself. One of the things you can do is maybe use a scripted
sequence, and have it take over his AI, and override it. By doing this, you
might be able to very well have him continue through a path without avoiding
Try setting the Flag: 'Do not avoid obstacles.'
On Sat, Apr 12, 2008 at 5:54 PM, Some Person <[EMAIL PROTECTED]> wrote:
>
> Hi,
>
>
> Trying to crash a helicopter into a billboard (func_brush with solidity
> set to never solid).
>
> Helicopter approaches (on a path track--that goes through the bi
This is pretty awesome, and it seems to have worked for me, thanks Jake!
On Mon, Mar 31, 2008 at 1:25 PM, Jake Breen <[EMAIL PROTECTED]>
wrote:
> Heh, thanks. Took me about 4 hours of messing around to figure it out.
> (I originally did it, but i randomly placed that command everywhere, so
> I ha
Nope, but same for me, where is he?
On Mon, Mar 24, 2008 at 3:34 PM, Jed <[EMAIL PROTECTED]> wrote:
> I know this is rather off topic but I figured some of you guys might
> be able to help.
>
> Has anyone had any recent contact with Ryan Gregg aka "Nem", author of
> the VTF Photoshop Plugin and V
Yeah I have the same , and it's very annoying, but not much of a problem.
On Mon, Mar 24, 2008 at 1:19 PM, Jake Breen <[EMAIL PROTECTED]>
wrote:
> Also when are you folks gonna fix the low quality texture bug in the
> source sdk? It's quite annoying to work with.
>
> Jake Breen wrote:
> > Aw no p
Nope, you can run an ep2 mod with the Source Orange box sdk base.
On Mon, Mar 24, 2008 at 12:09 PM, Nick <[EMAIL PROTECTED]> wrote:
> What is eta for next update containing Linux makefiles? Do mod players
> need ep2 to run an ep2 based mod?
>
> On Mon, Mar 24, 2008 at 12:58 PM, Mike Durand <[EMAI
Same for me, neither have I received a rel=ly of the Steamworks app, but
great work Mike, and thanks again!
On Mon, Mar 24, 2008 at 11:57 AM, Maarten De Meyer <[EMAIL PROTECTED]>
wrote:
> Much needed. Much appreciated. Can finally finish my mod update anything for another month or two, unless if
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Lol.
On Jan 30, 2008 12:05 AM, Rodrigo 'r2d2rigo' Diaz <[EMAIL PROTECTED]>
wrote:
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> http://collective.valve-erc.com/index.php?news=1080357489-51167900
>
> Hey, it says "in a few weeks", so
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Thats cool, but still kinda lame, as many players wont like to download
extra things, and install them for something like a Mod.
On Jan 29, 2008 10:28 PM, Adam amckern McKern <[EMAIL PROTECTED]> wrote:
> Ah the isotx platform, that remind's me o
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Interlopers said it , I mean they could be wrong, but still, if this is what
We want it to be. Then this would be pretty awesome to use. But the next
question is if its easy to manage, or requires alot of server knowledge?
2008/1/29 Cale Dunlap <
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No its free, Gabe Confirmed it, however theres not much about this. I wonder
how its used.
On Jan 29, 2008 8:56 PM, Tom Leighton <[EMAIL PROTECTED]> wrote:
> I think thats wrong, anyone else think so?
>
> Brandon Dunham wrote:
> > --
> > [ Picke
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Lol, poor guy.
On Jan 26, 2008 2:55 PM, Jeffrey botman Broome <[EMAIL PROTECTED]>
wrote:
> Ryan Sheffer wrote:
> > --
> > //m_flWait = 2; who the hell did this? (sjb)
>
> That's what source control history is for, so you can
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That would have to be something perhaps done in Model Viewer.
On Jan 26, 2008 11:43 AM, Chad Lehman <[EMAIL PROTECTED]> wrote:
>
> Greets,
>
> I'd like to attach the door wheel (from model/props_borealis) to
> npc_kleiner's back.
>
> How would I
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Yup thats been logged too, apparently it can happen when changing only
twice, so its all the same really.
On Jan 26, 2008 5:57 AM, Devin Dawson <[EMAIL PROTECTED]> wrote:
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> I'd just like to
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This is a problem with your map, as I've experienced this too, how does your
compile log look for all the maps, because oddly this shouldn't happen. Did
you recompile them under OB? Or what exactly have you edited on them?
On Jan 26, 2008 5:49 AM
know it doesn't extract them, not even with the games
> installed.
>
> /ProZak
>
>
> On 26/01/2008, Cory de La Torre <[EMAIL PROTECTED]> wrote:
> >
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> > Yeah I agree with that too, there s
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Yeah that happens, but I think maybe Mike can get that, or unless he doesn't
Handle Steam, I'm not sure really.
On Jan 26, 2008 12:25 AM, Vitaly Protasov <[EMAIL PROTECTED]> wrote:
> I notice that Steam dialog : View update news for Source SDK
>
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Yeah I agree with that too, there should be at least maybe one sample map
for Ep2 and Tf2, although there is a list of game entity's for TF2. However
seeing a real TF2 map without having to decompile them would be great, as no
decompile program ca
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Yeah, also if anyone is Interested, we made a page for this in the VDC, to
help out Mike, which this has also been made for when the november Update
was released. You guys and gals can check it out here:
http://developer.valvesoftware.com/wiki/Sou
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Thanks mike! Need to check out the new edits, and also have a great weekend
too, and also thanks for the new (sorta) Tf2 map!
On Jan 25, 2008 6:37 PM, Tom Lepp <[EMAIL PROTECTED]> wrote:
> Thanks Mike!
>
> You have a nice weekend also.
>
> Tom
>
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Also Displacements seem to have the same Issue, and instead show up Full
bright with the Lighting Preview On.
On Jan 25, 2008 3:05 PM, Jake Breen <[EMAIL PROTECTED]> wrote:
> I also want to point out, that the light preview is still bugged,
> al
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